When was the first computer game created? The history of the emergence, formation, development of computer video games (26 photos). East is a delicate matter

Computer games emerged as a new industry in 1972, but the first PC games originated much earlier. To date, the game world has managed to conquer the whole world, and will soon become the most profitable business, if this has not already happened. It all started when a group of like-minded engineers decided to quit their job for the sake of one dream. Their leader Nolan Bushnell, who was then 28 years old, decides to open his own business in parallel. His initial capital was at that time 500 dollars. He names the company "Atari". Nolan first hired a developer, which was Al Elcorn, and offered him $1,000 a month and part of the company. Al accepted the offer. The trial project of the company, which consisted of three people, was the game "Pong". At first this game was ordinary slot machine, but she literally managed to conquer the United States in a matter of months. Without thinking twice, the partners decide to transform it into a home game, and this becomes their next success.

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The essence of the game is very simple and is not interesting today - two sticks from different sides of the screen must hit the square (ball). Four years later, Nolan decides to sell Atari for $26 million. At the same time, to develop already popular games new games are joined by Steve Jobs and Steve Wozniak, who are gaining popularity thanks to the game Arcanoid. Since not everyone could buy a PC in those years, there was only one way out - game consoles with high power.

But in fact, Pong was not the first computer game. The first PC games appeared around 1952. Douglas, while a student at Cambridge, created the world's first game. It was programmed on the EDSAC computer. But around 1958, the first video game was created by William Hijinbasam called “Tennis for Two”. SpaceWar was created in 1962 by Steve Russell. Then it was available only to some programmers. Its essence is two small spaceship hit each other. It is she who is considered the first, since it was intended specifically for playing on a PC. When it was created, a mainframe computer was used. Five years later, Ralph Baer wrote the Pursuit game, the first video game that could be played on a TV. In 1971, Bushnell and Dabney create the first maze game, the Cosmos Gallery, which was based on the Spacewar. But the next game created was Pong, which was mentioned at the beginning.

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Ordinary British teenagers, who were forbidden by their parents to buy consoles, decided to create their own game for the PC. For study, parents bought computers for the boys, because at the beginning of the 80s a line of relatively cheap PCs appeared.

The Oliver twins, then 12 years old, decided to create a game that would be different from classic arcade games. An important point was the fact that no one limited the game on a PC in time, unlike slot machines, where the game lasted several minutes. So the Olivers started programming their computers at first, and in 1982 (at age 13) their first game, Road Runner, was released.

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The text of this program was printed in one of the magazines, and each of its readers could start the game on their PC. This meant one thing to the twins - they were heroes. The essence of the game is that a car moving down the screen along a winding track had to overcome obstacles highlighted in one color. For this game, the guys received their first earnings from the publishers of the magazine, even if at that time it was symbolic.

But with the second game, the twins acted differently - they took part in a children's TV show. They managed to win first place, and with it the cash reward. All this incited to the fact that a simple hobby began to grow into a matter of a lifetime. A lot of games were written right in the brothers' room. Sometimes the boys worked at night, because no one canceled school. The twin games were distributed throughout the country and sold in the largest stores.

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After leaving school, the level of pay for the work of the twins was still low. It was at this time that the boys met the Darling brothers. The Darling brothers are the same young guys who write games for a very symbolic price, but who no longer like it. As a result, the Darlings open their own business and start selling games by mail. Games were rewritten on cassettes, covers were printed, and the result was a million game cassettes sold. But in 1986, the boys founded the Code Masters company. Their first fair brought a meeting with the Oliver twins, who showed like-minded people all their written games. When the Darlings replied: "This game will bring you 10,000 pounds," the twins' joy knew no bounds. As a result, after a month of sleepless nights, the Super Robin Hood game appeared. 100,000 cassettes were sold, and the earnings amounted to 10,000 pounds. This gave the brothers a huge push to write new games. Some of them were written for Code Masters, and this union of PC gaming history is rightly called one of the most successful. The twins created about half of all Code Masters games.

East is a delicate matter

But not only British teenagers were the creators of PC games. In parallel, the gaming industry also developed in the east. Her era in Japan began with Donkey Kong, Mario and Zelda. Their father was the genius of the 80s, Shigeru Miyamoto, who works for Nintendo.

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One fine day, Miyamoto realized the power of the game - it can awaken different feelings in a person. Therefore, he put all his childhood memories into his games. Initially, Miyamoto worked for the company as an artist and did not even suspect that he would someday draw games on the PC. He, like a real creative person, could not stand the computer.

His whole life has changed from the offer of cooperation. Africa received an order for 2000 cars with the game "Radar Scope", but the United States was not interested in it, so they asked to replace it with another one. Since there was no replacement, and there was not a single free developer, this job went to the young Miyamoto. His idea was to create a game like a movie, where there would be a plot. This is how his first game "Donkey Kong" appeared. The plot of the game is a gorilla that escapes from the cage in order to kidnap a girl. But a man with a hammer in his hands must catch up with her, dodging from the barrels. It all ends with the gorilla falling into a hole.

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It is worth noting that Miyamoto always tried to bring his characters to life, so he tried to emphasize any details, such as developing hair when falling, etc. But the technology of that time did not allow this, and the author decided to simply give his hero a red cap. This is how the Donkey Kong game was born, which Miyamoto sent to Seattle.

The Americans, having watched the game, were delighted, but decided to try it out. The game was installed in a local bar, and a day later they saw a box overflowing with money. In the first year alone, the company generated $100,000,000 in revenue from the game.

At the same time, in 1985, the new game console "NES" (Nintendo Entertainment System) from Nintendo entered the US market. Thanks to Miyamoto, games have moved to a new level, and the first step was his masterpiece - "super Mario brothers". Jump Men was a plumber from Italy, Mario. He is subject to miracles of strength, he can jump high, but at the same time he can drown or break. He lived in a world full of sewer pipes, rock ledges, and cartoon monsters. This game, as well as its subsequent two sequels, won the love of children and adults around the world. Well, who at that time did not play Mario? In 1987, “NES is the most wanted toy in the world. Mario children in America loved and knew more than the hero Mickey Mouse.


After that, the inventor releases another masterpiece - the game "The Legend of Zelda". This game allowed you to freely roam and explore the whole world. It all starts with a field in the middle of which stands a small and defenseless child. He is unarmed. First, the player must give him a name, then understand what to do next - and this is complete freedom of action in front of the player. In a couple of years, more than 30 million consoles were sold. This propelled Nintendo to the forefront of PC gaming, and to prove its position, it decided to release a game for people of all ages - "Game Boy". This leads to the fact that in the late 80s a tandem appears between Nintendo and Tetris.

Development continues

Henk Rogers, a Dutch publisher and game developer, has been importing new games to Japan. In 1988, he met Tetris in Las Vegas. His job was to bring everything he found interesting in exhibitions to Japan. At first he played Tetris and left, but not for long. After a while, he returned to play again. The game attracted him and beckoned like a magnet. The game was invented in 1984 by Muscovite Alexei Pajitnov, who at that time lived in Seattle. Alexey was engaged in programs for voice recognition and development artificial intelligence, so Tetris was originally invented as a certain test for new computers. Alyosha's hobbies were puzzles and mathematical entertainment. Tetris is based on a puzzle ancient rome"Pentamino", which consists of 12 figures of different shapes, consisting of 5 squares. But in a simplified version, there are 4 squares, hence the name - Tetris (four in Greek). But the genius was that the game was on time, the filled lines disappeared, so the game could be played just endlessly. The only thing that made the process more difficult was the speed of the figures falling, which fell faster and faster during the game. The player did not have time to think quickly, began to stray and lose. After getting acquainted with the game of Henk Rogers, Robert Stein, who works as a software importer from Hungary, learns about Tetris. Stein visits Moscow and meets Alexei. They agree on a license to release the game, and Pajitnov gives Stein a Tetris. But they did not become partners. After Pajitnov and Henk met, the rights to the game go to Rogers. As a result, Tetris becomes a favorite game, and Henk Rogers releases it for the Nintendo game console. This made it possible to release more than 32 million gems of Tetris fights. Pajitnov, of course, did not earn anything on the game, because at that time he was a Soviet citizen, but he still immigrated to the United States. In 1996, the agreement between Nintendo and Pajitnov expired, which gave him the right to obtain copyright. Today Aleksey and Hank are selling Tetris on a new generation of machines.

A bit of history

The first games on the PC were simple, since 1987 the world of computer games was just beginning to develop:

  • 1987- Battle Tech: The Crescent Hawk's Inception, Pirates, Defender of the Crown.
  • 1988- Life&Death, Megatraveller, Mean Streets.
  • 1989- Death Track, Mech Warrior, Street Rod.
  • 1990- Railroad Tycoon, Sim City, King's Bounty, Covert Action, Jones in the Fast Lane, Secret of Monkey Island, Ironman's Super Offroad.
  • 1991– Civilization, Elite, Floor 13, Castles, Lemmings, 4D Boxing, Warlords, Gobliiins.
  • 1992- Mad TV, Dune 2, Star Control 2, L.A. Law, Shadow President, Maelstrom, Stunt Island, Alone in the Dark.
  • 1993- Master of Orion, Sim City 2000, Syndicate, Merchant Prince, Dino Park, Tycoon, Rags to Riches, Unnatural Selection, Fields of Glory, El Fish, Frontier.
  • 1994- Theme Park, Reunion, Master of Magic, Settlers/Serf City, Horde, UFO: Enemy Unknown Quarantine, Transport Tycoon, Pizza Tycoon, Micro Machines.
  • 1995- Civilization 2, Command & Conquer, Heroes of Might&Magic, Mechwarrior 2, First Encounters, Lemmings 3D, Capitalism, Motor City.
  • 1996– Creatures, Emperor of the Fading Suns, Heroes of Might&Magic 2, Master of Orion 2, Syndicate Wars.
  • 1997- Carmageddon, Imperium Galactica, Grand Theft Auto, Magic the Gathering, Sid Meier's Gettysburg, Pax Imperia, X-Com 3: Apocalypse.

The most interesting ideas in the development of computer games appeared before 1993. Every year there is something new, unique and exciting. 1993 was the beginning of the cloning and duplication of previous games. Main game 1994 became "UFO", because it managed to combine all the best from previous games, and the game "Laser Squad" two years ago was taken as the basis.

Without original and original ideas, the existence of any kind of art is called into question. Today, thousands of PC games enter the market every year, but we are not spoiled with masterpieces that would delight us with their originality.

Since the time of ancient Rome, the people demanded "bread and circuses." Entertainment and recreation have always been one of the main components of any civilization. The very first game in the world created for fans of virtual space marked the beginning of a new era in the entertainment industry.

There are a lot of computer games today. New games are released almost daily. People who are addicted virtual games, today they do not experience the slightest difficulty in choosing a suitable toy that can brighten up leisure. Computer games today will satisfy even the most demanding connoisseur. But the market for such entertainment has not always been so abundant. After all, before computers did not have much power, games for them did not exist at all.

The beginning of the era of virtual entertainment

This happened in the immemorial year 1962. The game was called Spacewar. She could work on the computer RAM which in volume was 9 kilobytes. Current gamers will only smile when they see such ridiculous numbers. By the way, modern computer machines are capable of overclocking up to 2 billion. Yes, and gadgets on the Android platform can easily cope with the newest toys, there are even games with augmented reality.


The very first game in the world left an indelible and vivid imprint on the entire history of computer games. By the way, similar games were created earlier, the creators of Spacewar were not pioneers in that sense. Back in 1952, A. Douglas came up with a game that is essentially an analogy to ordinary tic-tac-toe. In 1958, U. Hijinbasam created a game under the romantic name "Tennis for Two". It was all just ping-pong. But Spacewar had a slightly different purpose, because it had to be played on a computer, which fundamentally distinguished it from its predecessors.


Creating a cosmic masterpiece

The first computer game was a battle between two ships in space. She is the embodiment of the immensity of the universe, cold, ruthless and bottomless, like an abyss. The creators of the game were a group of programmers working at the Institute of Technology in Massachusetts. It took them two months to work on the game. The leaders of the group were S. Russell and M. Gretz.

Fate brought them together in a tourist club at the university. Both were attracted to science fiction, and on this basis they became friends in earnest. At first they made a simple program, which in a month turned into a game with two missiles firing at each other. The goal of the game was simple - you had to unbalance the enemy before he defeated you.


Players have equal chances of winning. Each of them has a reserve of energy embodied in two forms: passive and active. Passive energy is needed to support the force field protection function. Without active energy, it will not be possible to perform such necessary active actions as jumping, traveling through the expanses of space, conducting combat and disguise.

Each player determines the style and rhythm of the game. He can only rely on himself, he is responsible for his actions and mistakes. Victory will be achieved by the one who shows great prudence and composure. Moments of calm are sweet for the player, because in such rare moments, active energy is reborn. But at the same time they are dangerous for him.

The display showed a fragment of the starry sky, two players using the keyboard had to shoot at the enemy and maneuver in zero gravity. Fuel supplies and combat kit were limited. In order to avoid a shot, it was necessary to turn around the star located in the center of the map or decide on a super-jump. The last way to bypass enemy missiles was the hyperspace function, but this method was very dangerous and unpredictable, as the ship could explode when used.


A feature of the game was that the first version of the background of the starry sky was imperfect. Samson did not like this at all, and he decided to write a program based on real diagrams of stellar space. After the successful implementation of this innovation, at least 50 percent of the stars became visible. The game has become a real inspiration for many game creators. Some are just copies of the game, while others differ from it in such characteristics as the intensity of acceleration, different levels of gravity, the presence of shields.


Followers of the first developers

In 1971 was established similar game, called Computer Space, but it did not receive much popularity. Spacewar after a decade has earned the title of the first commercial game. All in the same 1971, a machine with a different kind of Spacewar, the Galaxy Game, was installed in the building of the Stanford Union of Students. This game enjoyed undoubted success for six years. The creator of the machine B. Pitts managed to quickly return the 60 thousand dollars he invested in the project.


The creators of Spacewar did not receive great financial benefits from their offspring. They earned only a small remuneration by advising in the courts of the 1970s in cases involving gaming industry. And, of course, they improved their skills as programmers. Everyone who somehow took part in the creation of Spacewar is still associated with computers, and their name will remain for centuries. The very first game in the world paved the way for many talented programmers and developers who continue the work begun by the Americans and delight modern gamers with novelties and surprises in the gaming computer industry.

The games and entertainments of modern man are very diverse, and many of them, most likely, came from antiquity. And here one cannot but be interested in the question of how the very first game in the world appeared. If you delve into history, we can say that one of the first games is called Senet.

Archaeologists who excavated ancient Egyptian burials witnessed such finds as peculiar boards on which lines and various drawings were carved. Similar items were placed even in the tombs of great people - pharaohs and princesses.

Studies of ancient civilizations have confirmed the hypotheses of the scientific world that people from the distant past played board games. This allowed them to develop their thinking and create a special strategy, to find a way out of the situation not only in the game, but also in reality.

In the writing "The Book of the Dead" there is mention of such a game, which was called senet. This word means passing through. The board game senet was addicted not only to noble people, but even to the poor. On the walls of the pharaoh's tombs one could find an image of this board game, the working field of which was made of ebony and elephant bone, and dice were of colored glaze or faience.

The playing field of the senet consisted of thirty squares, as well as a dice, which helped determine the player's move. There is another version of the board game with twenty squares. Among the boards that are found during excavations, there are those that on both sides have different versions games.

There is another ancient game that is still popular today, this is mancala, which originated in Africa. Also, some archaeological excavations have become evidence that they knew about Mancala in Jordan, where in one of the houses they found a limestone slab with a field with holes appropriate for playing.

Some scholars believe that the mancala is much older than the ancient senet. To play a game of the game, you need to take a handful of pebbles or seeds, which are laid out in the recesses of the field. The winner is the one who captures as many pieces of his opponent as possible.

Among the Vikings, tafl was very popular, which became the prototype of modern chess. Figures were placed on the playing field, among which the king was placed. The goal of the game was to bring the main piece to the opposite edge of the board, while the other figurines were supposed to prevent this.

Among the games of antiquity, one can single out the mill, the game boards of which were located in Sri Lanka in 1444 BC. They were made of stones, but in Ireland and Troy such boards were made of bronze. On the playing field, each participant had three chips, from which it was necessary to build a line. If this could be done, then the opponent lost one chip, and the game was over when the participant could not build a windmill due to the impossibility of making a move with a lack of a game coin on the field.

One of ancient games also is the royal cheers, in which the rules have been preserved in the original to this day. Very old play sets were found in Iraq in 1920, and were similar to the senet. The essence of the game was to roll the dice and move game pieces to the finish line. For a long time, this entertainment was considered the prototype of today's backgammon.

Among the ancient games, one can also single out Chaturanga, which was played by both Koreans, Indians and Thais. According to its rules, it is very similar to chess. The game Mansion of Happiness, which was invented in the UK as a teaching of virtues to Christians, has also gained great popularity.

Initially, the computer was conceived as an electronic computer. Only later did people think about how to provide the car with additional functions. And, since humanity cannot do without games, including software developers, they began to make attempts to create computer games.

The history of the emergence of computer games

For the first time, they tried to give gaming equipment to smart technology in 1952. One of the simplest board games– “ ”, with the minimum possible field of 3 x 3 cells. Now it may seem ridiculous, but at that moment it was a revolutionary innovation.

After 6 years, programmers pleased users with a new prototype. They became the video game "Tennis for two". It was necessary to manage a virtual tennis player not step by step, as in previous analogues, but in real time. Despite the simplicity of the functionality, this game was another breakthrough in the emerging world of gamers.

However, the real virtual explosion occurred in 1962. DEC developed a game controller and, together with the PDP-1 computer, began to distribute as a test program the previously unparalleled game SpaceWar! It was the first computer game to become truly popular.

However, computers at that time continued to be bulky. It was still oh so far before affordable personalization ... Almost 10 years passed before the moment when compact boards based on transistor circuits appeared. Thanks to this invention, the computer game moved to a coin-operated arcade machine under the name Computer Space. And in May 1972, the Magnavox Odyssey, the first game console for TV, was introduced.

From that moment on, the gaming computer world began to advance by leaps and bounds. Development proceeded in four main directions:

  • directly computers;
  • television game consoles;
  • electronic gaming machines;
  • pocket electronic games.

In 1979, the American company Milton Bradley released the first pocket game console, in which 12 games were invested at once. In 1980, the Japanese Nintendo, having modernized the games on the calculator, carried out the mass production of the simplest monochrome consoles with the Game & Watch series of games. In the Soviet Union, these consoles became the prototype of the products of the company "Electronics" - the games "Secrets of the Ocean" and "Well, just you wait!", Which literally everyone was passionate about.

The next step was the appearance in 1989 of the game "Tetris". Officially, the authorship of the "cubes" belongs to the Nintendo Corporation, although the debate about who the true creator is continues.

Features of computer games

As technology advances, virtual world filled with sound, graphics were improved, video was added. Today, anyone can download games to a computer for every taste:

  • shooters, fights;
  • race, sport games, simulators;
  • arcade, strategy, adventure;
  • logical, educational, developing games.

You can pick up a game for an adult, and for a teenager, and for a child who has barely learned to sit. This has both pluses and minuses.

On the one hand, the game is necessary for a person. This is a way of knowing the world, psychological relaxation. The ability to create your own game world is a way to express your aspirations and fears, complexes and ideas about the “perfect” world in the virtual space. Computer games are an opportunity to throw out aggression, get the necessary portion of adrenaline.

Educational and educational games are favorable for children, often used by conscious parents, educators and teachers. Both downloaded games and an Internet connection help to remove physical boundaries, to freely explore the space of the planet. Today, educational and educational games for adults are becoming more and more widespread. They are used by the military, businessmen, becoming an effective tool for improving the skills of personnel.

On the other hand, psychologists and educators talk about what is observed everywhere, especially among adolescents. As the saying goes, "a lot of good is also not good." Often, immersion in the virtual world becomes an obstacle to real life- communication, personality development. If parents can control a child's passion for a computer, then for an adult, dependence on a “constructed world” can become a real problem. Here, the result of enthusiasm depends only on the ability of a person to control his consciousness, to control his behavior by volitional effort.

And yet the process of development of computer games is unstoppable. They are becoming more and more varied and exciting. Personal games have been replaced by browser games, where you can communicate online, solve virtual, but important tasks together. Such games, in addition to entertainment, provide an opportunity to master and develop communication skills, socialization, and broaden one's horizons. The world of computer games still gives more positive effects than negative ones. It is only important to choose the right games for yourself and correctly dose the amount of time spent at the monitor.

Computer games originated in the distant past, their history spans over 50 years. The first games appeared not as entertainment, but rather for scientific purposes, since the first computers were huge, expensive and mainly appeared in educational and scientific institutions. Computer games went to the masses with the advent of consoles and the first PCs, when they became more accessible to most people. Only after the popularization of computer games did they become commercial. And now game development companies are making a fortune.
Let's take a closer look at the history of the development of computer games and note important games, which to a certain extent influenced the development of the gaming industry. For the first time the world saw the first semblance of a computer game in 1942. This event happened thanks to two people - Thomas Goldsmith Jr. and Eastern Ree People, they created a rocket simulator. Since that time, the era of computer and video games began.
The main stage in the development of the first computer games falls on 50-60 years. Last century. These games were not intended for entertainment, but as scientific research. The game OXO (analogous to tic-tac-toe) was awarded a doctoral dissertation by A. S. Douglas. But, despite this, games have become very popular among students and visitors to educational institutions. For example, such a game is "Tennis for two" (an analogue of ping-pong for two players), created in 1958 by William Higinbotham. The games of those times were designed specifically for each computer and looked a bit like modern ones. Text terminals and vector graphic displays were used as a screen.
The next period is 1961 - 1970s. It is noteworthy that the SpaceWar game for PDP-1 computers was created and the first prototype of a computer mouse. It was created by Douglas Engelbart and named it: system X-Y mappings on the monitor. This was a big step in the development of computers, and as a result, the evolution of computer games followed.
1971-1980 - in this decade, mankind made a huge step in the development of computers, and, in addition, people realized that the development of the game is a huge source of income. At this time, personal computers and game consoles appear, a prototype appears local network and the Internet appears. Players can now play in companies by joining groups using the network. The main events:
1971 - the first commercial game Galaxy appeared (modified by SpaceWar), as well as computer space (another version of SpaceWar) - the first computer game released to the general public in the amount of 1500 arcade machines. 1972 - Atari is founded, which released the world's first arcade game Pong, which was a great success. In the same year, the world saw the first game console– Odyssey by Magnavox.

1973 - The world's first first-person shooter Mazewar appears, with the ability to play over the network.

1975 - The adventure genre is born thanks to the game Colossal Cave Adventure.

1976 - Death Race film Death Race 2000 angers people because of their cruelty, so it is banned in many places.

1977 - With the advent of the Apple II, the first graphic games are released.

1979 - The first MUD (Multi User Dungeon) type of multiplayer game was created, in which players went, explored the world and communicated through the first analogues of a chat. These games are becoming very popular.

1980 - Pac-Man game appears, which later got into the Guinness Book of Records as the most popular game in the world. Created an RPG game RPG genre, which gives rise to a new type of game: cheating games. Bagels (by Rogue) are text-based games where symbols, symbols, artifacts, and opponents are displayed with symbols.

Between 1981 and 1990, consoles are in crisis because personal computers become affordable due to low prices. Text and games with character graphics are slowly dying. They are being replaced by games with more complex graphics, as the first video cards appear, thereby unloading the processor from graphics processing. Games first appeared, series that later became known, for example, Metroid, Adventure Island, Space Quest, etc. Significant dates: 1983 - the beginning of the era of 8-bit consoles. According to some experts, the modern era of electronic entertainment begins this year. There are such famous consoles as Nintendo Entertainment System, Sega Master System, PC Engine, Atari 7800. There are many 2D games with side views. The game first appeared final fantasy, which is still being played today.

1984 - the first space simulator with trading elements appeared - Elite game. The game King's Quest was also released - the world's first animated quest.

1985 - the famous Tetris game created by Alexey Pajitnov was released. Commodore creates the Amiga personal computer. This year the world welcomes the Mario Bros. super mario Bros).

1986 - appearance Dragon games Quest spawned the JRPG genre. The company Ubisoft Entertainment (its original name Ubi Soft) was organized.

1987 - the emergence of such cult arcade games as street fighter and Double Dragon. The Amiga 500 personal computer appears. Thanks to the development of the VGA standard, PCs display graphs with 256 colors.

1988 - Game Developers Conference - The world's first game developers conference, held in San Jose.

1989 - Intel 486 processors appeared, thanks to which the transition of personal computers to a graphical interface was made. Such well-known games as SimCity, Prince of Persia, Solitaire Klondike have been released, which have become available in all versions of Windows, starting with Third. The first pocket console with Game Boy cartridges from Nintendo appears.

1991 - 2003 - in this decade there was a revolution in computer games, thanks to the development computer technology. Now you can create 3D worlds using sophisticated multimedia tools. ID Software released legendary game Doom, which remains popular to this day. This game has become unique, it was not like all previous games: new system first-person player control, three-dimensional world, online game(in a team or every man for himself). Later, on the Doom engine, the equally famous Quake game was developed. At this time, for the first time, gaming clans began to be created, as well as such a concept as e-sports. At this time, the game appears half life- the first multiplayer game that allowed the creation of modifications - modifications. Players can now change the surrounding game world and the hero himself. The gaming industry is beginning to generate huge income, which has become comparable to the income of the film industry. Key dates:

1991 - Famous games released: Lemmings and Sonic the Hedgehog. The blue hedgehog later becomes Sega's symbol.

1992 - the bloody action movie Mortal Kombat first appeared, creating a whole series of not only games, but also films and cartoons. Underima Ultima appeared: Stygian Abyss - the world's first three-dimensional role-playing game from the first person. Alone in the Dark started the Survival Horror game genre. Dune II has become a template for real-time gaming.

1993 - Id Software releases the iconic Doom game- the world's first 3D shooter. The concept of turn-based combat X-COM game: UFO Defense, released this year, has not become obsolete to this day. Atari Corp. I released the first 64-bit Jaguar.

1995 - release of the first parts famous games need for Speed and Heroes of Might and magic. Founding of BioWare. The first exhibition of the computer and video game industry - Ei Media and Business Summit - was held.

1996 - 3dfx Interactive releases the world's first 3D-accelerated graphics adapter (Voodoo I), which revolutionizes the gaming industry. In the same year, Quake comes with a fully 3D world. Release of the first parts of the popular games Resident Evil, Tomb Raider, Diablo. The world's first MMORPG appears - Meridian 59.

1998 - the release of the famous game Half-life, on the engine of which many more games were developed. AT Unreal game the development of the popular Unreal Engine was noted. Exists Starcraft game from Blizzard, championships that are still held. Aliens game Online was the beginning of the MMOFPS genre. coming out cult game Wangery from the Russian company KD LAB, which has attracted the attention of the West.

1999 - Intel releases the Pentium III processor with 3D graphics processing and media streaming capabilities. Unreal Tournament is out - a new hit in the gaming market and one of the first shooters for electronic sports. 2000 - AI elements appear in game engines.

2003 - The first e-sports world championship was held with the participation of about 150 thousand players from all over the world.

With the advent of 2004, the world has passed the next step in the development of computers and video games. This time can be considered the beginning of the appearance modern games. Due to the wide spread of the Internet, there are a huge number of MMORPGs and MMOFPS. Coming out this year Far game Cry is the first game to support 64-bit systems. The most popular (even today) handheld Nintendo DS hits the market.

In subsequent years and until today, there are a huge number of releases of computer and video games of various genres and for any platform. The development of computer technology also does not stand still.

What trend in the development of games can be predicted for the future, knowing how things are with the game and the computer industry? Reduction or complete disappearance of games on PC platforms due to piracy. More video games have been released, and in the Americas since June 17, 2010, a service such as OnLive has been launched. With its advent, users will not need to have high-powered personal computers at home. It is only necessary to have high-speed Internet because it will transfer the processed graphics from a remote server to which the user will be connected to play. What else I want to say about this is that developers and publishers forget about themselves and want to extract money from players' wallets as much as possible by making additions to games. Price cuts are not expected in the near future for the provision of gaming services.

Computer and video games have developed so rapidly, and the trend of their evolution does not stop. Perhaps in the near future we will be able to fully immerse ourselves in the game world, which will be more than real.

The concept of the term slang.

The concept of slang is beginning to attract the attention of modern philology. Currently, there are quite a few definitions of slang, often contradicting each other. These contradictions primarily concern the scope of the concept of "slang": the dispute, in particular, about whether slang should include only expressive, ironic words that are synonymous with literary equivalents, or all non-standard terms, the use of which is condemned in the circle of educated people .

Slang is not a harmful formation of a language that vulgarizes the spoken language, but is an organic and to some extent an essential part of this system. Slang develops, changes very quickly, it can both easily form and disappear. These changes occur to simplify and understand the spoken language.

Slang is a very lively and dynamic entity. It is used in various fields public life. Therefore, we believe that the study of the etymology of the term "slang" and the consideration of modern approaches to its vision is relevant at this stage.

It is not known when the word "slang" first appeared in English in oral speech. In writing, it was first recorded in England in the 18th century. Then it meant "insult". Around 1850, the term began to be used more widely, as a designation for "illegal" common speech. At the same time, there are synonyms for slang-linguo, used mainly in the lower strata of society, and slang, preferred by the colored population.

The scope of the slang concept itself is later described by its descriptive definitions, such as "dirty language" or poetic "dithyrambic" descriptions of slang as "mint language" (D. Galsworthy); Or “slang is a language that rolls up its sleeves, spits in the palms and starts working” K. Sandberg), it is “poetry of a simple person”, etc. It is clear that in the scientific sense the significance of such definitions is small, although it is still obvious that slang is considered the language of the common people and the basis for creating a national vocabulary.

Khomyakov V.A. One of his books indicated that for the first time in 1756 terminological slang was used with the meaning "language of the low vulgar type" (language of the low or vulgar type); Since 1802, the term has been understood as "jargon of a certain class or period", and since 1818, slang has come to mean "a language of a high spoken type, the smallest for the level of a standard enlightened language, with new words or words that are used in a certain sense".

In general, the problem of studying slang was studied by such scientists: E. Partridge, S.B. Flexner, V. Freeman, M.M. Makovsky, A. Barrere, C. Leland, I.R. Galperin, V.J. Burke (Berk), V.A. Khomyakov, I.V. Arnold, T.A. Solovyov and others.

E. Cartridge, in particular, points out that from about the second half of the last century, the term slang became a general meaning for colloquial speech ("colloquial speech"), while until 1850 this term was used to refer to all varieties of "Vulgar speech".

Domestic researcher I.V. Arnold points out that slang - includes only colloquial words and expressions with a rude or playful emotional color (not accepted) in the literary language.

I.R. Galperin proposes to understand by slang - that layer of vocabulary and phraseology that manifests itself in the sphere of living spoken language as colloquial neologisms that easily pass into the layer of the generally accepted oral literary vocabulary.

His argument is based on the study of lexicographic dung: the same word in different dictionaries is given as slang, "folk" or without any marks, which, apparently, indicates a literary norm. Therefore, I.R. Halperin does not allow the existence of slang as a separate independent category, suggesting that the term "slang" be used as a synonym for the English word "jargon".

Argumentation of I.R. Halperin does not seem too convincing because of the underdeveloped system of lexicographic labels: the difference in this case can be explained not so much by the peculiarities of style, but by the peculiarities of the approach of each lexicographer to this problem.

The gypsy etymology of the term slang lasted almost until the end of the 19th century, it is given in the famous Toltten dictionary, where slang synonyms are given as gibberish - gypsy jargon, flash language - low vulgar language. In the late 19th century, slang began to be seen as a borrowing from the Scandinavian languages. Starting with the Sket etymological dictionary, this interpretation of the origin of the term has found its way into some authoritative English dictionaries. The Scandinavian origin of the term has been accepted by scholars such as Bradney, Weekley and Wilde.

In the 20th century, the question of the origin of the term slang is still of interest to researchers. New hypotheses have emerged. The most credible is Partridge's hypothesis, which considers that the word "slang" refers to the verb for sling - to pronounce, which indicates the existence of such

His argumentation is based on the study of lexicographic labels: the same word in different dictionaries with the labels "slang", "colloquial" or without any labels, which seems to indicate the usefulness of the literary norm. Therefore, I.R. Halperin does not allow the existence of slang as a separate independent category, suggesting using the term "slang" as a synonym for the English word "slang".

Argumentation of I.R. Galperin does not seem too convincing due to the insufficient development of the system of lexicographic labels: the diversity in this case can be explained not so much by the peculiarities as by the peculiarities of each lexicographer to this problem.

The gypsy etymology of the term slang lasted almost until the end of the 19th century, it is also given in the well-known order Want, where such synonyms of slang as gіbberish - gypsy jargon, flash language - low vulgar language are given. At the end of the 19th century, slang began to be seen as a borrowing from the Scandinavian languages. Starting with Skeet's etymological dictionary, which says that some authoritative dictionaries of the English language. Weekley and Wilde. Scandinavian incident, in which such researchers as Bradney, Weekley and Wilde took part.

In the 20th century, the question of slang terms continues to interest researchers. New hypotheses are emerging. The most reliable is Partridge's hypothesis, which considers that the word slang correlates with the verb to the word - to express, which indicates the existence of such a phrase as a phrase from the time of Chaucer, as well as later slang compounds with the same verb: sling language - talk; Sling of language - speak a foreign language (speak a foreign language); Slink yarn - tell a story, lie; Slang (human) slang - to insult, scold hopelessly; In the last expression, slang is impertinence, abuse (a meaning used since 1825).

The slang of each historical era reflected the features of the time. The slang of the 60s was the result of an increased interest in drugs, popular music, constant euphoria.

The slang of the 70s contained a large number of epithets that referred to the losers. The slang of the 80s was dominated by words that related to money and work.

Until now, there is no single and exhaustive definition of slang. Repeated attempts to distinguish between slang and general vocabulary, slang and obscene language have not yielded any results.

The definitions of slang they try to come up with in scientific discussions often turn out to be wrong. Thus, in different dictionaries and instructions, we can find many definitions for slang, such as "obscene language", "the language of illiterate and depraved people", "poetry of a simple person".

V. Chekhovsky calls slang "a language game that helps an individual to express himself in his own micro-society and at the same time part with it from the rest of society."

From a linguist's point of view, slang is a style of language that takes place in an overly formal official language. Slang is at the very end of the possible means of language communication and includes various forms of speech with which people can identify themselves with certain social groups, from children, young businessmen and hackers to criminals, alcoholics and drug addicts.

Jargon occupies an important place in the culture of speech; they can be included in lexical and stylistic formations. Such words are inherent in the colloquial speech of people connected by a certain commonality of interests. Slang is inherent in various groups of people and plays an important role in human life.

Slang neoplasms can be stylistically neutral and stylistically reduced. It is on these concepts that the connection between the culture of speech and the vocabulary of slang is based. Stylistically neutral slang neoplasms do not clog speech, but stylistically lower ones are considered a negative phenomenon.

In the vast majority of cases, when it comes to youth slang, people turn to those lexical units that are stylistically shortened. Because of this, there is a misunderstanding of youth slang, its denial, which at the same time provokes the use of not only these lexemes, but also the transition to obscene vocabulary.

Thus, the etymology of the term slang is still fully disclosed and is one of the secrets of lexicography.

The term slang in English means:

1. the language of a socially or professionally separated group, as opposed to a literary language;

2. A variant of the spoken language (including expressively colored elements of the language) that do not coincide with the norm of the literary language.

Slang consists of words and phraseological units (constant turns) that arose and were first used only in certain social groups, which reflected the life orientation of these groups. Having become general, such words usually retain an emotional-evaluative character. Consequently, in the beginning, slang was used only in certain social groups, and then it became widely used.

Slangisms are common to all social groups of a particular linguistic society. This term is ambiguous. It belongs to the lexicon of limited use: it has an informal character and an emotional color. The lexicon of limited use also includes professionalism, jargon, slang, vulgarism (recently the term slang has been used more and more).

Popular now is slang, which is most common among young people, especially among schoolchildren and students.

The ways and means of forming slang are very diverse, but they all come down to adapting the English word to our reality and making it suitable for permanent use. Here are the main methods of forming slang:

1) Calculation. This teaching method includes borrowings that are not grammatically studied by the Russian language. In this case, the word is borrowed in its entirety with its pronunciation, writing, and meaning. Such borrowings are subject to assimilation. Each sound in a borrowed word is replaced by the corresponding sound in Russian in accordance with phonetic laws.

2) Semukalka. When this term is translated from English into Russian, the latter adapts the received word to the norms not only of its phonetics, but also of grammar. In grammatical development, the English term is placed at the disposal of Russian grammar, obeying its rules.

3) Translation. Very often, slang vocabulary is formed by translating an English professional term. In the process of translation, the mechanism of associative thinking works. Appearing associations or metaphors can be very different: in the form of an object or device (disk - pancake).

4) Phonetic facial expressions. This method is the most interesting from the point of view of lexicology. It is based on the coincidence of semantically dissimilar common words and English terms. The slang word takes on a whole new meaning, no Not related to the general. This phenomenon also includes cases of onomatopoeia without any resemblance to words in the standard vocabulary. These words are a kind of game sounds. They are formed by subtracting, adding, moving some sounds in the original English.

There are four types of slang expressions:

1) Emotional words and expressions. These include, first of all, such lexemes as pancake, ellipala, used in speech only as emotional exclamations: bark (crusts, crusts), casing, steep, flying, plague. The same group includes the phrases: “full atas”, “full paragraph”, which also perform emotional and interlingual functions in speech. The peculiarity of such words and expressions is that they convey emotional content in the most general form and therefore are ambiguous. Depending on the situation, these emotions can express a wide variety of emotions: up to opposite emotions: disappointment, irritation, admiration, surprise or joy.

2) Words with an emotional component of meaning. These emotions have a certain value and an emotional component that conveys the emotional attitude of the speaker to the listener. Vocabulary that can be characterized as familiar prevails among the units of this category. At the same time, acquaintance means an emotional connotation that occupies the first step in a series of emotions: acquaintance - contempt - contempt - humiliation. The words of this lexical layer have no noticeable value, but the use of these emotions in speech demonstrates the speaker's familiarity with the subject of speech, expressed in the desire to reduce its (the subject of speech) social significance.

3) Words and expressions with emotional meaning. These emotions are characterized by the fact that, acting in speech, they not only express the emotional state of the speaker, but also evoke the emotions experienced by him. This includes, first of all, such verbs as baldet, kayfovat, trudge, stick, swell, phraseological combinations for treason, precipitation and others (for interpretation of words, see Appendix). It should be noted that, as in the previous case, emotions are not expressed specifically, but in the most general form, as a state of psychological comfort or, conversely, discomfort.

4) Computer slang, in my opinion, should be singled out as a separate group, since when working with computer slang we are dealing with some synthesis of four other groups:

Firstly, these words serve to communicate people of the same profession - programmers or just people who use a computer for some purpose. Secondly, computer slang is distinguished by "fixing" the reality of the computer world. The slang names in question refer only to this world, thus separating it from everything else and often incomprehensible to people of the ignorant. And thirdly, in the amount of this vocabulary, vulgar words are also quite vulgar. Thus, these three observations do not allow us to classify computer slang for any particular group of non-literary words and force him to consider it as a phenomenon that has the characteristics of each of them.

Slang can be classified for various reasons. For example, according to stylistic features, slang words can be divided into ordinary, that is, neutral and obscene words.

An important factor in the creation of slang tokens is the similarity of interests of the people who form the form of this abnormal formation. Based on this, the lexical units of slang can be divided into those that are used:

Among people who deal with computers.

In this circle, slang words of English origin are most often used. This is primarily due to the fact that English language is the language of computer technology. In the process of working with computer equipment, some words passed into colloquial vocabulary. So, in this area you can hear the words: upgrade (improvement, computer upgrade), loaves (keys), masd (extreme dissatisfaction), CD (disk and CD-ROM), user (user).

People who are interested in cars have their own slang formations.

The most common lexemes of this group are the names of various automotive parts and other equipment: steering wheel (wheel), wheelbarrow (car), rubber, ramps (tires), etc.

Among teenagers who admire music, they often use words such as player (Cd-player), soundtrack (melody that accompanies the video), syn (a CD with less than an album, the number of songs) Live concert).

Own slang - book lovers, journalists, athletes, etc. In addition, subgroups can be distinguished within each of these groups. For example, sports slang is divided into slang for football players, hockey players, swimmers.

Thus, we can conclude that almost every group of people who share common interests has its own special type of speech, which is realized in slang formations and is unique to this group. This means that slang is not a complete system. Slang is not the same according to communication. Each of these environments has its own differences, and slang formulates the realities of life in this environment.

For example, in the student environment there are such lexical units: common grave (dormitory), vanity (scholarship), etc.

In the slang of schoolchildren's speech, there are words that reflect school everyday phenomena and problems: tail (duty), spur, cheat sheet, swimming (know the material poorly), go out with spurs (write off), fall asleep (do not pass exams).

A separate type of vocabulary slang is criminal slang, which is used in the corresponding environment, although it is gaining ground in the colloquial speech of other social strata. Here you often find such lexemes as: tusk (mentally retarded person), uncle (head of the prison), dock (knowledgeable person), sour (drink alcohol), rolling (massive person), garbage (policeman).

However, if the above slang is only used in a certain environment, words belonging to mezhhargon are common. Such lexemes include: homeless, sloppy (abnormal), lemon (million monetary units), go (go crazy), shoot (ask).

Therefore, as we can see, slang is a very common phenomenon that can be classified according to certain criteria.

The most successful definition of slang, in my opinion, is this: "Slang is a kind of speech used primarily in oral communication with a separate relatively stable social group that brings people together on the basis of profession or age." From this definition it follows that slang is a kind of non-literary speech.

Literary speech includes: book words, standard colloquial words, neutral words. Non-literary vocabulary is divided into: professionalism, vulgarism, jargon, vocabulary of informal youth associations and youth, often called slang.

However, there are two points of view on what slang is. Some scientists combine in this concept the entire non-literary vocabulary (except for obscenities), that is, professionalism, vulgarism, jargon and the vocabulary of youth. One can agree with this point of view, since all these varieties of non-literary speech distinguish one stratum of society from another.

Professionalism are words used by groups of people united by a certain profession. For example, the phrase "remove the tail" in the language of the newspaper means "the requirement to shorten the material on the newspaper page."

Vulgarisms are coarse, general words not commonly used by educated people. For example, a mother addresses a child: "Pick your face off the plate." How do you eat it?! ".

Jargons are words used by certain groups of people that have no meaning to everyone. An example is the arch of thieves, or fenya, as this speech is called in a criminal environment. Worry with the hairdresser - to speak the language of thieves. Initially, this expression had the form: on the side of the conversation, that is, to speak the language of offices - small traders. The offices had their own conventional language, which they used to deceive customers or in dangerous situations when it was necessary to hide their intentions and actions.

What is slang? If slaves are meant to help hide their thoughts and intentions, generic slang is not needed at all.

1. Slang makes speech shorter, emotionally expressive. (Let's compare two expressions: in a book, literary language: I feel a strong pleasant feeling from this song.) In slang: I just trudge over this song!).

2. Slang serves as an identification mark that this person belongs to a certain social environment. Its slang is rockers, punks, hippies, football fans - fans, etc. The most striking example of the original slang is perhaps the so-called "elvish" language developed by Tolkienists - admirers of JRR's work. Tolkien, author of The Lord of the Rings. The moon, for example, is called itil in their language. I must say that it is extremely difficult to single out one or another type of slang in its pure form, and sometimes it is simply impossible. It is clear why. The words of one social group are easy to borrow from another group. For example, the word "party" is used in the press as a typical youth, but in fact it comes from his criminal past as a "collector of thieves". Therefore, it seems to me that one can talk about school slang simply by indicating where this or that word came from.

In the course of studying the literature on this topic, the following functions of slang were identified:

identification function. “Using your own language allows group members to feel more cohesive, gives a vivid experience of unity, mutual understanding.”

communicative function. Slang is the language of intra-group communication.

Emotionally expressive function. With the help of slang, the speaker can freely and fully express the feelings and emotions experienced.

Evaluation function. The use of a slang dictionary, among other things, is aimed at expressing the attitude of the speaker to the objects and phenomena of reality, as well as (most often) to the people around him. This assessment can vary from friendly ironic to contemptuously humiliating. In a more generalized sense, evaluative expressions, as emotionally expressive expressions, fall apart on the whole into positive and generally negative ones.

manipulation function. It manifests itself in such encouraging offers that have the meaning of an expression of will addressed to the interlocutor, and are used to influence him, to encourage him to do something. However, many of them do not imply the immediate fulfillment of the will of the speaker by the addressee, especially since from a logical point of view this would be absurd. They are more likely to demonstrate the speaker's annoyance to the interlocutor and, as a rule, the desire to stop communicating with him.

Function "Creative". This manifests itself in those cases when people have a need to express that there is no suitable equivalent in the literary language. Words and expressions created as a result of this need are a kind of "creation" of slang.